Alienkiller
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Posts posted by Alienkiller
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Yeah, in that Point we both are on the same Wave. It makes the Officers-Women, which is your left / right Hand to assist the Commander (which is the Gamer) more interessting. She have such an Analytical Department in the Background (she announce it), but it don´t show up in the Game yet.
It would be then important for some special Missions (Rescue an VIP, Capture Enemy VIP, Rescue shot down Pilots, Rescue lost Soldiers, Espionage Cleaner & Alien Activity, Prepare Convoy-Ambushes to get more R & D-Materials, etc.) to give some more flexibility in the Game / Missions and your Officers-Women-Assist with their secret Field-Agents something to work.
The Analytical Department have not only that important Job. The Analytical Department analyses the Strengh & Weaknesses (which atm. the Workshop and Reserachers do) as well as the secret Field-Agents reduce the Panic. That´s an very cool Contnent / Feature from Terra Invicta.
The last and important Part from the Analytical Department and the Field-Agents is to look for small / medium Outpost for more Range of your existing Main-Base & Backup-Base.
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We will see what the Devs do for making the Cleaners more interessting. A lot for them have been done for them in Milestone 2.
But I give you right, the Cleaners are an interessting Enemy together with the Aliens since Milestone 2.
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I like the Dialogs, they bring life in the Game. Some could be better, there I agree.
If you look to similar Games of that Gerne the only one with similar Dialogs are the complete new XCOM-Series (Bureau as Beginning over Enemy Unknown / Enemy Within to Chimera Squad) and with an complete different Storyline Phoenix Point.
Short said: There are only 3 Games of that Gerne which have such Dialogs. All others have nothing of that or only the 08/15 summary in the UFO-Pedia or how it get called.
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Pietje666, the Mod Support was announced and it was clear that it will come in at the End of Development-Process when the Game is stable, all Gaps are filled and all other important Parts are done.
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Nice Chris, that´s an big Step forward.
Yeah, there are some Parts which need more Refit, Rework and / or Upgrades (and that are important communtiy-questet Features like an longer Gameplay then it´s originaly planed in the final Game, on the Airforce and similar). With the new Game-Designer-Version it will be much easyer, which make Sense too.
If Milestone 3 comes out in December I will take an look. If not, then I personaly can wait longer. I looked too in the 1.12.-Versions and find them an very good Step in the right direction. Keep up the Good work.
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Ooey, yeah that makes the X-25 so unique to the other modern Standard-Earth fighters. And that´s why it´s for modernisations with new Materials perfect. Like in Stellaris, Hoi 4 or Gal Civ with the Designers up to an hardcoded Hull-Limit.
We have already an light designer here for the Airforce-Fighter-Crafts, why not using the Potential for them and evtl. the Transport-Craft.
As example: We have the X-25 Angel (from the Mig-25) as Type 0 fighter (Standard-Fighter). It is Upgradeable to an Type 3 Fighter (lighter armoured Hull for longer Range, better Engines, advanced mobilility etc. to hold it up-to-date.
And much more the Pilots haven´t an Choise to move from 1 Fighter-Craft to an modernised one or complete new one as well as getting XP.
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Komandos, there are 3 big Problems for the Aliens to solve:
1. The Fighters from Earth have an better turn Rate then the most UFOs. The UFO Fighters are the only ones, which get adjusted to Earth-Fighters and their improvements to give the Airforces and your Special-Organsiation an hard time later on.
2. The Fighters from Earth are buildup to fly in Atmosphere, not in Space. That´s why we can´t left with normal Planes our Planet, and the Aliens have the Problem changed (Space and less Atmosphere-Flight but not normal Atmosphere-Flight)
3. The Fighters from Earth are more flexible in Refits of external Modules and atm. 1 internal Module. There you can integrate better Weapons, Armor-Improvements (from 0 on for normal Airforce-Planes / your Special-Organistation-Fighters) and special Modules (like Fuel-Tanks for the Moment).
Therefore the Aliens have a lot of Advantages against our Fighter-Crafts / Planes:
1. The Weapons from the Aliens have EMP-Funktions. That means they destroy the Electronic (see Series Viper, Earth-Atomic-Tests and Sun Flare-Activity)
2. The UFOs have stronger Weapons with no Problems of Ammo-Limitations.
3. The UFOs are much better Secured with Shields, Armor and a lot of Hull-Points to adjust the Earth-Atmosphere-Problematic, but therefore they are slower in Atmosphere-Flight.
4. The UFOs are an direct Modular-Buildup (like in UFO ET and UFO 2 ET), means the Aliens can Upgrade their UFO-Hulls from an Probe to an Battleship very easy.
If you go in an Airfight with your Fighters, then your Fighter-Crafts will go out of it not unhurhurt. Minimum 25% of your Fighter is damaged (Hull, some internal Systems etc.) or in most Cases 50% to 80%. Dosen´t matter you play automatic (automatic more then manually) or manually.
Short said: Dosen´t matter what you do, after an Airfight 1 of your Fighters get a little bit Damaged up to destroyed (belongs what UFO you fight). And it dosen´t matter how good you deal Damage, what matters is how much damage you can avoid to your Fighters in such Battles, similar to your Specialists in the Ground-Battles.
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gG-Unknown. Where you ever an Soldier? From your Suggestion I think not. If you had done your military Duty, you would know that all Shooting Weapons get in Kneeing and Lay-Down an Acc. Bonus. The remaining belongs on the Soldier itself. In that Case the Bonus have to be for all Shooting Weapons when kneeing in the Game.
Yeah, Kneeing or Laying have Disadvantages too, esp. when you go in the Infight (Close & Personal). If you are well trained (here the Fighting Sports like MMA or BJJ / Self Defense like Grav Maga) give you an higher Chance of Survival. In Game that would mean, that you can use an Knife / Stun Batton from Kneeing Positon to fight Close an Personal and hurt or kill / stun the Enemy.
Such an Close & Personal fight I had roundbased in the first real Testplay in JA 3 from the same Position (Kneeing). But I haven´t tested it out again after several Patch-Modernisations again.
Summarized: Keep the Kneeing with the Acc. for Shooting Weapons & Saftey-Bonuses for the Soldier. More Content & Features for it would be nice to make that System more interessting and make it more realistic (Knife and Stun-Batton Fights, etc.).
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Conductiv, thanks for the Assistance in the Fighter-Jet-Part. The existing Testers (Beta-Testers, additional Testers for the Expermental-Versions) have the same Thinking to improve the Angel and newer Fighters in their Base-Frame-Constructions. An very good example is Stellaris with the Hull-, Engines-, Armour-, internal System- etc. Upgrades to make existing Space-Ships more effective to an maximum Point (like the NX-Class, light Interpid-Cruiser-Class, Frontier & Deadalus-Scout-Classes as well as the from beginning on Frigates).
The other interessting Thing is, that they are in the Base-Hull-Design have an maximum Upgrade-Level for Hull-Upgrades (better Materials), Engine-Upgrades (much moderner Impulse- and Warp-Drives), Armour (from an light Standard-Armour to f. e. Polarized Hull and later Energy-Shields), internal Systems (Computers, Tactics, etc.) as well as Crew (Standard-Crew, military Crew, mixed Crews).
An Example from the STNH-Modification directly from the Beginning: You have the United Earth Emmette-Class-Frigates (Standard and Rocket-Version), which get an small Refit in the Base-Frame-Design with Research. That makes the Base-Frame-Design better. The Hull, Engines, Armour, internal Systems etc. can be sperately upgraded to Level 3 or 4 (similar to the Fighter-Jets in Xenonauts 2 with the Weight- and other Limitation).
Two good Things in Xenonauts 2 are, that the Devs integrated some cool tested Stuff again from the first Beta-Versions (like additional Fuel-Tanks) and that the Fighter-Jets are more variable then in the direct Rival UFO Extraterestials 1 & 2.
More of that Content / Features incl. the Upgrade to the Base-Frame-Construction like you, the Beta-Testers, Experimental-Version-Testers as well as some of the Communtiy are announcing to hold the Interceptors Up-to-Date is an important must have to overflow the direct Rival as well as indirect Rivals.
What is important too (and that is in Stellaris / Hoi and F1 Manager-Row very good) are 2 cool Content / Features:
1. The Experiance-Raising from the Ship-Crews seperately to the Commanders, which give them more Experiance
2. The Base-Hull-Design-Refit-Change to more modern Base-Hulls [in F1 Managers that´s the HQ-Company].
If that flow in the Game incl. double the Playtime to the direct Rivals (UFO ET-Row) then this is a Win-Win for the Crowfounders, Devs, Beta-Testers / Experimental-Version-Testers and the later buying Communty. The more qualtative good working Content / Features like this we bring in, the better it is.
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You hadn´t good Buffs in the first Years of Testing. You only had a little Buff in Safety, but not in the Accuracy. That´s an Point, where the Dev-Team begunn to Work on in the last time (incl. the Milestone-Versions). Means it´s not final and here & there will come more Changes, Reworks, Refits and Upgrades with more new Content / Features.
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The Item wasn´t announced. Then it´s clear what you mean. Sometimes you have luck and get such an Landing-Site. But there is no Date or whatever, just the 50:50 Change to get such an Landing-Site.
Such Landing-Sites will get with Oberservers or similar UFOs, which build up an Alien-Outpost or do something similar. With smaller UFOs or War-UFOs that´s mostly not the Case.
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Grobbobo, that´s very easy to reach to get Bankrupty in the first 2 Monthes. You only have to build up to much and have no Money for the monthly Costs, Upgrades etc. left.
That´s exactly I have said too several times to make Secundary-Bases much smaller and limit the Buildings there to have enough Money left for the Upkeep-Costs, Upgrades in all Parts etc.
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Thanks Dev-Team, keep up the good work. Your Decission is more then correct to publish Milestone 2 End November or Beginning December. There is more then enough to translate in the Beginning Phase left before the Game goes to the Public.
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The UFOs are secondary at the Game-Start. You will see them soon enough, with Probes etc. which make automated Recovery-Crash-Sites after shoot down.
You have in the first Gamepart enough to do with the Cleaners and Alien-Special-Missions and holding your existing Specialists alive.
Later on you get enough UFOs, Alien Outposts and Alien-Bases to shoot down and recover.
Short said: Be happy to go stressless in the Game instead fighting an 2-Front-War you can´t win.
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If I remember correctly back, the Betatesters suggested that and tested it out. But I can´t remember what Version it was from the 1x-Versions. If that could brought back again with older Equipment, which you have to upgrade Step by Step, then it would be very interessting (like the women Commanding Officer explain in the Intro).
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That´s an good Question ooey. In the Games I played so far in the last 3 Decades (and that are only the Decades with PC) beginning with the old X-COM-Row over the UFO-After-Row, new XCOM-Row and UFO-ET-Row and some more or less good Fan-Remakes of this Gerne 3 Factors influenced the Game:
1. the special Breakthrough of an Tech-Level to get in the next Gamestage
2. the Fight against UFOs or similar Crafts incl. destroying or recovery (the more you destroy or recover, the faster you get to the next Gamestage)
3. the advancement of the direct Storyline [like in the new XCOM-Series, Phoenix Point] or whatever the 3rd Influnce of the Game is, dosen´t matter what Real-Time or Round-Time of this or similar Gerne it is.
In all Games of this Gene you have about 2 Gameplay-Years to 3 Gameplay-Years with several Gamestages. So it´s hard to say what Xenonauts 2 uses of that 3 announced Points to get to the next Game-Stage.
Where we all agree, that the Game-Stages come to fast and the Game-Time for the Public-Gamers is to short with 1 Year. There UFO 1 ET "Platinum" of the UFO ET-Series give 1 more Year. But fair-minded said that´s the minimum of Time (2 Years) for such an Game until you get slaved / pulverised by the Aliens or make an Patt with the Aliens with destroying their Mastermind or what good Ending is there then.
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Belongs on the Games you have played already in that Gerne or similar Gernes. 1/3 of the Gamers say Xenonauts 2 is hard, 1/3 of the Gamers say Xenonauts 2 is easy and the last 1/3 find it good ballanced.
But we all don´t have to forget that the Game isn´t finsished with Refits, Reworks, Gapfillings, Bugfixes etc. Means that we only know what is testable in Playing as well as read what the Devs can bring in for the existing Version and working on for the next Milestones.
When the Game get in the final Phase (and that won´t be in short or medium time, when you look in the To-Do-List you can see in the Main-Menue), then we will realy see how easy or hard it will be.
We all or the most of us have only the comparission from old X-COM-Row, Xeonauts 1 & UFO 1 Extraterestials or the newer Games of that Gerne (new XCOM-Row, Phoenix Point, UFO ET-Series incl. UFO 1 ET-Rework) on easy to hard Difficultys and Hardcore-Hook or special Hardcore-Difficulty-Setting as best examples.
I have looked an very interesstering special Interview from German Game-Magazines: There get explained what the Difficulty Settings mean and why about 75 to 80% of the Gamers use the middle Difficulty "in our Case Commander or how it get called in the Middle". After whatching this explenation it´s lighter to understood the very easy to with the Hook or special Settings Hell-Difficultys.
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You need such Missions that the Player don´t get sleepy. You have such hardcoded Missions in the new XCOM-Row, Phoenix Point etc.
I like them about the Fact, that you don´t get sleepy on the Monitor while playing. Dosen´t matter you are young, half-young or old.
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To answer your Question: Yes after about 300 Days (10 Month) you get so much pressure from the Aliens, that you as player either have the decission to abort or make yourself an final attack in the last 60 Days. That the Communty on Steam etc. critisise already.
That´s the Founders / Betatesters, which test the Game already since several Years have noticed and give the Devs the advice to hear to the Communty. The Causal-Gamers, which brings earlyer or later the Money will buy it, if the Game change to the positive (give 360 Days more playtime). If it stays like it is, then the Causal-Gamers won´t buy it, which means the Years of Development & Testing is wasted time.
That´s the short explaining to that problematic.
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An lighter Version of the Medikit is fully acceptable, like it´s in the UFO ET-Series.
But not an single Soldier only for that. If he / she dies the full Troop is lost like the Americans in the Normandie-Landing or Vitnam etc. Means this Special Games of an other Gerne aren´t an Standard Army-Game like the JA-Series, Commandos, Medal of Honor or what they all get called, which are normal Standard-Realistic Games either as Strategy or Shooters.
Such Sci-Fi-Games of the Strategy-Gerne / Shooter-Gerne (beginning with old X-COM) are not comparable with Stanard Army-Games, where you have an seperate Field-Doc, Mechanik etc. only for this, which couldn´t fight or if you get lucky only shoot with an Pistol.
That´s the big difference between realistic Standard-Games (JA-Series, Medal of Honor-Series, Commandos-Series etc., which bases on realistic Soldiers incl. Training / Civil Education) and this Special Gerne (X-COM-Series, new XCOM-Series, UFO-After-Series, UFO ET-Series, Phoenix Point, Dune and similar Fan-Projects).
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Laser Weapons normaly don´t have an Recoil or only an very light Recoil about several big advantages to normal Weapons / advanced normal Weapons:
1. they don´t use springs (Standard-Pistols, Standard-Rifles etc.), gas Spring (upgraded Standard-Pistols, upgraded Standard-Rifles etc.) or accelerated magnets (like Coil-Guns in XCOM 2 or Xenonauts 2).
2. they aren´t using an Round-Clips (like 7,62 or 9 mm Ammo-Bullets) where the Round have an drall to hit the wrong target or the wrong Body-Part (like the Head instead the legs).
3. they are with the correct Technology much lighter then the Recoil-Base-Weapons, which means they are lighter to handle.
All which have done their perforce military Year or in some Countrys Years know what I mean. There the Technology give lighter to handle Weapons over the Years then the heavy Pistols, Rifles, AT-Weapons, mobile MGs etc. with a lot of reduction to the recoil. There the Recoil could reduced a little with the Up-to-Date Gas Spring-Weapons and evtl. again with the accelerated Magnet Weapons, where get researched already. But they won´t reduce the Recoil to an Engery-Weapon-Level.
If you all have played the old X-COM-Series, new XCOM-Series and UFO 1 ET with the Laser-Weapons or in UFO 1 ET more advanced light to handle Engery-Weapons know what I mean. There the Hit-Chance raised a lot about the big Advantages to Weapons with normal Bullets / Round-Clips.
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I like the first Aid as it is. Where have played old X-COM or is playing new XCOM, Phoenix Point as well as the UFO ET-Series knows that improvements will come later on in the medium Mid-Game-Phase with Alien-Technology.
There Xeononauts 2 have overflown the rivials with the later Auto-Medikit for your Troopers.
In old X-COM you have only the Medikit.
In new XCOM and Phoenix Point you have the Medikit and Advanced Medikit. The Medkit is useable in new XCOM for Vehicle-Repairs too (the equal Research and Workshop-Upgrade get done).
In UFO ET-Series you have the Stimpack (light Wounds) and the Medkit as well as later Advanced Medkit. Evtl. you get very rare special Items there (only from special UFOs of an Swarm or special Leaders) like the Auto-Doc, which isn´t reaserachable and produceable.
What the Repair-Set for the MARS / ARES etc. belongs, that would be an intersting seperate special Kit for the Soldiers to bring on the Battlefield until you get something better with more advanced Alien-Technology like in the announced competitors.
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That´s cool Raffik and the way to the correct direction. That the Founders / Betatesters from Beginn on haven´t reached. I too find that the Game-Time is to short with 1 Gameplay-Year (360 Days).
If the Devs make the Game 720 Days (like UFO 1 ET Standard / Gold- and atm. Platinum-Version) which are 2 Gameplay-Years, then more Gamers will buy and play X2. Much better are about 900 Days, which are 2,5 Gameplay-Years to bring more Gamers to X2 (see UFO 2 ET: Battle for Mercury).
That means for X2 that the Cleaners can brought more in, you get more improvement on the Globe incl. other Parts of the Game and the Alien-Threat grow slower (like in the direct Rival UFO ET-Series), which menas more Game-Fun comes up for the Causal-Gamers.
The Founders / Beta-Testers have had a high Stress-Level already the last Years in the Beta-Phases / Experimental-Phases with the very small limited Gameplay-Year (360 Days), so an double of Days is the Mininum to bring it on an solid Level like the Competitors (old X-COM, new XCOM, UFO ET-Series, Phoenix Point etc.).
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Grobobobo, very good consolidated. I played X1 too as nothing better was there to the new XCOM-Series and UFO 1 ET.
I have to agree in the most Points that X1 was on Normal to Hard for Causal-Gamers and in most Parts to unballanced. The Devs and Modders tried their best in that time. But as X1 comes out, it was outdated about the wrong Production-Tools and unflexibility of the Game. That the Devs have noticed very fast and begunn to make X2, which overflow X1 in all Parts since the Beta-Phases and later Experimental-Phases with the new Game-Design-Engine.
The Devs & Freelancers beginn to use the big Potential from the Game-Design-Engine with the Milestone-Parts already to outdate some of the direct rivals and esp. X1 completely.
Some feedback and ideas to take the game to the very next level
in Xenonauts-2 General Discussion
Posted · Edited by Alienkiller
Multiplayer isn´t not good for several very good Reasons (like destorying the Storyline, destroying the Game-Fun etc.). That destructions have been seen for very good Games in the Past, which get combined the Storyline and the Multiplayer and destroyed the Game or have to be outsourced completely in an seperate Game. For the 2nd Point the Devs don´t have time and the other Idea destroy the Game. Means Idea 6 is out (or have to be done like in the new XCOM-Series later, if there is time for it).
From the Ideas (1, 2, 5, 7, 8, 9 and 10) you mention the first Betatesters and additional Betatesters go conform. Similar Ideas get Mentioned from them too already. That you and others come with that too is very good and helpfull.
Idea 3 sounds very interessting too. Let´s hope that this is possible and give more cool Options.